[MAP] Controlfactor-V2

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Postby esteel » Fri Nov 03, 2006 9:09 am

I guess tChr is right, the lower parts of the maps are really good now but the upper parts indeed are a bit over the top with the jumppads mentioned. There are already jumppads up the middle part with the pushpads to the nex and there are jumppads up those four columns. That should be enough.
The access to the middle section (the tube with the jumppad below the nex) is also good but maybe the 'tunnels' should be replaced with a simple doorway on both sides.

Hmm do you have any idea why the bot waypoints need so long to load? I have not yet tried it but other maps seems to be ok with waypoints..
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Postby tZork » Fri Nov 03, 2006 5:43 pm

tChr wrote:at the risk of sounding like an asshole, cause you have obviously put a lot of work into this, please read the following:
http://www.catb.org/~esr/jargon/html/S/ ... ffect.html

Not so mutch of an asshole but perhaps and a tad stupid :/ . SSE states that you develop a overcomplicated solution as s sucsessor to a small compact system. this map was never small, compact or elegant. Sorry i just cant see you point in this referense.
A lots of the new stuff seems a bit over the top, and is more of a distraction than it adds to the feel of the map. imho, although there are a lot of great new stuff, the last version was better. Stuff like those rotating things on the top (the horisontal bouncers) and oem of the light work in the main halls is kinda annoying. (The latter might be my settings though.. i play after executing low.cfg and then enabling RT world lights)

This map dont have any world rtlight at all. the point of adding those almost vanished with deluxemapping. "and oem of the light work in the main halls is kinda annoying" better desript or a sc would be nice.. i have no idea what you mean. However the horisontal bouncers are indeed realy ugly and will change before v2final.
as someone once said "an engineer knows that he has achieved perfection, not when there is nothing more to add, but when there is nothing more to take away" ;)

For the sake of not starting a flamewar i wont say what i acctualy think of that quote.. just that i dont agree.

esteel wrote:I guess tChr is right, the lower parts of the maps are really good now but the upper parts indeed are a bit over the top with the jumppads mentioned. There are already jumppads up the middle part with the pushpads to the nex and there are jumppads up those four columns. That should be enough.
The access to the middle section (the tube with the jumppad below the nex) is also good but maybe the 'tunnels' should be replaced with a simple doorway on both sides.

I almost never ever see anyone doing anything other then spawning, going for the nexgun or trying to find the fastst way to the lower parts when i play the old ver of this map online. This leads me to belive that unless thise areas get more usefulness i may just as well remove them, along with the "neutral" side rooms.

The jumppads have a preddy well defined puropse, both the "doubble" ones and the ones for the nexgun. The tunnels are done this way for preformace reasons. a simple open dorway would have evil preformace impacts from many places. it also provides some mutch needed cover.

Hmm do you have any idea why the bot waypoints need so long to load? I have not yet tried it but other maps seems to be ok with waypoints..

Yes, its the way the botsystem works in nexuiz. For every single gun, healthpack, jumppad, teleporter and so on the game spawns a waypoint. this waypoint is then connected to any waypoint within a certin distance. on a map this size with lots and lots of items this will take a long time. sadly the automaticaly gererated waypoints are also almost pointless since the bots alredy will serch for items on their own. From what i understand it was done this way to make bots work on maps w/o "handmade" navigation nodes.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby esteel » Fri Nov 03, 2006 6:20 pm

Well i just want to tell that i (too) think the jumppads up on the four corners and the rotating jumppads seem to be too much while the rest is quite fine. And the 'tunnels' as performance help are way better then to end up with bad performance as on some other map :)
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Postby tZork » Fri Nov 03, 2006 7:00 pm

Hmm i just realized my response came out soundning way more agressive then i intended; sorry abt that. There was a diskussion adt the spawnpoint placement in the first version that was preddy similar to this. and afaik that turned out to work as i intended ;)

Now Im under no ilusion that everyone will like this map or thise changes to it. Im also fairly sure i should have better explaind the ideas behind thise changes and additions. So here goes.

In CTF:
The outer lanuchpaths in the upper area provides a very fast attack/capture alterative (using aircontrol) if you spawn topside, the new nexgun jumppath can be used in a similar way, and its added to give another option for nexgun access since its the only place this gun exsiste in the map it does need a few routes.

The platforms arround the nex provides a good defense platforn for thise new fast paths, as to the corner pillars.

The jumppads going up the the new nexgun launchpads where added in a atempt to make this map more bot-friendly. It dident realy work for that, but they can be preddy interesting when used with the laser.

The siderooms now contain more weapons and ammo, and teleporter links to the platforms in the upper area. This should make them a bit more atractive as a "pitstop" point for floaters.

In other modes:
The changes made does have other gamemodes in mind too, formost dom and LMS. Dommination was trixy beore since it took way to long to get between some dom points. LMS was unplayable with less then 4 players since you would spend most of the time serching for the other players, hopefully the newpathways will help that a bit. I havent tried tdm alot on this map so im not sure how it work for that purpose yet.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby tZork » Tue Nov 21, 2006 9:37 am

New revision :o

Download be here:
http://zdev.dvrdns.org/dl/controlfactor_v2r3.pk3

News:
* More light tweeking, still not 100% but better then previous
* New paths in/out of the flagroms via the siderooms
* Gemometry and vis tweeks.
* Other stuff.. see if you can fint it ;)
* Finaly remeberd to include gpl.txt in the pk3 :D

No bot navigation included this time.. cant get them to behave.

q3map2 Compile settings used:
-meta -samplesize 8 -skyfix
-vis
-light -fast -deluxe -patchshadows -samples 3 -bounce 6
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby esteel » Wed Nov 22, 2006 9:31 am

Nice, i like that there are more nex guns now and that there is more then one way to escape the base (so far it was ONLY the jumppad) but i think it should be get more as the map is already very very big now with lots (maybe be many) of rooms..
esteel
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Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

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